Tree of Savior Forum

What's your biggest concern?

  1. fps drop rates: you know that this happen.

  2. Dungeon finder bonus: I don’t whant the game to be “dungeon finder ultil you get an end level content” please. I think this game should be both, grind and DG, if you want to put some bonus do DG so put it for everyone to make the initiative to make a group, even with friends.

  3. PLEASE DONT MAKE IT PAY TO WIN

  4. Level restriction: I really think that you could earn more exp from killing mobs 5 levels higher. If you can kill it, why not?!?!?!?! For me, it make me fell free and chalenged at the same time.

  5. Some classes need to be improved, you also know that.

  6. I really expect that this game is going to be DIFFICULT. When you launch the new level and new classes, make it almost impossible to make at the end level, in a way that all the game lvling became the actual game and fun. I want to be proud for achieving the las lvl, and not that “meh” thing that is impossible not to make, even if you are an idiot or a child of 10 year old you going to end game.

  7. Until now, I love the game, thanks for making this type of game.

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Ping, fps drop rate, can’t trade with my friends.

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Gung Ho is actually 70 damage buff, and concentrate is ~110(though in bonus damage), so they aren’t that bad.
While thrust has sloppy animation, as I know, so it’s not always worth it in late game.


I agree that frieball and flame grownd have decent damage, but nowhere near Wiz3Elem3 damage. And if you are not going elem3, there are usually better choices to get (like CryoKino).

And the problem with pyro is exactly the fact, that only 2 skills are truly useful. Getting 3 ranks for 2 skills not worth it. Fire pillar is nice, but CD hurts, it’s true.


It would be good to have longer duration for GvG ambushes. 10 minutes is just too few when you are not sure about exact time of enemy attack.

Though I didn’t know that traps vanish so fast, I though they have almost no time limitations, at least those are not listed in skill descriptions.

I’m not suggesting to sit down in corner, just to set up traps to delay enemy party/deal damage in case of attack. I can see how it can greatly be used with rogue burrow in some high level GvG activities if installed in choke points.

Sure it won’t be so fun for attacking party, but it will definitely be fun for ambushing one. 1h is a bit overkill, but you won’t probably want to max this skill, so extending duration is a good idea. Right now it’s just one totally useless skill. Of course I’m talking about real GvGs when you don’t need to concern.


Sure I’m talking about non-zombie based bokors for PvP. And as I know, zombies don’t have time limitations, so they won’t disappear when you come to boss. Also zombie AI was fixed so they won’t take heal tiles intentionally anymore.

Thanks for the answer, I appreciate your opinion :slight_smile:

  1. Would be nice to have a Class Reset Scroll in the future.
  2. Please do not let the game become pay to win, no matter what. Most of the players would quit. (these magic hats shoudn’t be there, remove it!)
  3. Shared Storage should not reduce the item potencial.
  4. More and more monsters, maps and bosses in the future.
  5. Some strategy in order to kill these bosses, not just attack and attack.
  6. Initial classes shoudn’l get useless in higher levels. I think that would be much more interesting if the skills damage get higher with the skill level based on % instead a fix number.
  7. Linearity of the game. (you could create a page where the players could send their suggestions for new quests, bosses, monsters, etc.)
  8. Ask the community about what you could add in game without letting the game pay to win,like you did about the exclusive acess, we could help with the ideas.
  9. I think that most of our community want to help you guys creating this dream game. So, the most you reach our voices, more the ToS would be closer to perfection.
5 Likes

I know barbarians are decent but they are currently heavy outscaled by Highlanders.

Though I know there are some good Barbarian builds, but they usually avoid abovementioned skills and they are genetally not very effective vs bosses.

Two most important aspect for game long term survival.
Non-linear progression and replayable content.

Stuff like class balance, pvp, cash shop, all these are far from being the main problem. The playable content is the skeleton of the game. If maps are no longer revisited once the quest are done, you have no business to return there, which means to say these maps will be obsolete. This makes it a generic mmo that frequently fails imo.

Take RO for example, i will not compare to Ro later updates, but just the beginning, we have a handful of towns and each of these towns have their own specific dungeons in them or near them, these are only a handful of maps. But why would people revisit these places again and again?

Reasons:
1)Dungeon has difficulty levels suitable for all eg in payon dungeon lvl 1 you find noob monsters like zombie, poporing, and as you go further into the dungeon there are stronger monsters. Thus, players of various levels may still appear in that dungeon.

  1. Players are not dictated by quests. They have the freedom to choose where they want to go, base on merit.

  2. Drop system. Many monsters in RO have specific rares drops only by specific monsters, which makes people want to hunt them, regardless of level.

4)Even if a player is overleveled for everything in the dungeon, the player may still go back, either to hunt items, to tank monsters for a friend and help leveling, and lastly, find the MVP boss which is difficult even for max levels.

These makes RO maps very replayable, even with just a handful of dungeons, player will have a lot of time to have fun in them. (this stalls time for developers to make new content while players constantly have stuff to do)

Also, maps in RO have various themes to it, if you are feeling like christmas, you can go to lutie, if you feel like talking to people or shopping, you can go to a big city like prontera, etc etc, however, after playing kTos, i felt that the theme of maps and town do not really have variance. (i really cannot recount how many times i have decided to revisit a place based on my mood)

I am not trying to bash TOS by comparing to RO and i know that TOS is not RO, however, i just want to list out some of the points that made RO really successful, and it does not hurt learning from successful points that made a game great. This is because kTos for me so far was a very linear gameplay which can easily be compared to many generic mmos where you will never revisit a map once you passed the quest, since there is no merit in doing so. Monsters will not drop something awesome irregardless of level, valuable gears or cards.

UPDATE: after playing iTOS, monsters do drop valuables, both low level monsters and high lvl monsters have rares. I just wasnt able to see that aspect in kTOS for some reason. However, maps do need to have bigger level variance on each floors for revisiting.

I feel that making a good game is about taking aspects of what other game has done well in, improvise and taking note of weaknesses of other games, avoid them and see how you can make it better.

Pvp and class balances can all come later as it all boils down to game content. If the content is so boring that there is little replayability, then of course much focus is on PVP.

Addon: i started on kTos only recently, apart from town, i barely see any players on most maps and im on channel one, it feels like ghost town from lvl 1-40, some bosses are hard to solo and i cant even find players to play with, there is literally no one around noob areas. MMO maps need to be crowded for a reason.

Its a long post, but i really hope this game would succeed and took the time to type it, please heed my advice and CookyKim is spot on.

8 Likes

My biggest concerns would probably be with the dungeon system and its current implementation. I will be playing in a group of three with some friends and I feel that the current XP boost of 600% for queueing solo sort of defeats the purpose of playing with a group of friends (especially since dungeon xp is so good by comparison to a lot of other things) as opposed to going in solo, forcing us to split up to be optimal.

The current system should honestly allow premades to queue up and get the same benefit as long as they use the dungeon-finder. Or if the system stays as is, then the dungeon lockout for premade parties should be higher or separate from the solo-random queue. So that if I want to queue solo I can have that option when my friends are not online, and when they log on I can run dungeons with them as well. As for the former suggestion, make it so we can queue up with a group of 1-4 (or even 1-3) and get the same 600% with the current dungeon cap if we have to.

TL;DR : Let us get the 600% bonus from queueing up with a premade of 1-4, or separate solo queue dungeon finder runs from group/premade dungeon runs on the number of dungeons we can run a day.

For my 2nd concern is the class system in its entirety. With constant buffs/nerfs/rebalancing patches going out as the game progresses, what happens to those that leveled a class to rank 8 and beyond with a certain build in mind only to have it nerfed to being useless or less than optimal? Reroll a character and grind it back up to 280+ with a new build and pray that doesn’t get nerfed? That seems rather harsh and tedious.

The implementation of a class reset feature (be it cash shop, earned in-game, purchased in-game, etc) needs to be done. With the level cap supposedly being 550 to 600 and the xp and time required to reach it with a character only to have that character become useless b/c of a balancing choice is a tad ridiculous. Especially if that character has a name we want to signify as our main character.

TL;DR : With the class structure the way it is in this game (which is incredible btw) it becomes mandatory to have a class reset feature of some kind. Especially in the later levels of 200+ when a build we originally planned on using gets plowed into the ground by a design choice.

Honestly out of all the happenings with the game, those are my only concerns. I can’t wait to play and thank you for listening to our feedback. :smiley:

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/20charactersblablabla

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Yea, I get what you mean.

That’s why it boils down to whether you want. To enjoy the process of levelling up with skills you like and being efficient in levelling, or to favour end game content or specific contents by planning your class path to be more effective.

Whether you choose which path, you are able to enjoy the contents. They are certainly not meaningless, right?

As for the skills which have good scaling and are used even at higher levels, they serve their purpose as to fulfil your criteria of being meaningful? Hahaha, even I am kind of lost while typing my opinion.

A concern I have is about the Chaplain skill Deploy Capella. In a video I saw, it seems once the buffs provided by the Capella run out, even if you are standing in it they wont refresh. You have to run out of the AoE and run back in to refresh these buffs. Why can’t it be a totem, with the duration only counting down once you leave the area? Also, if you have the buff already applied through the original skill (i.e cast Sacrament Level 10 for 400 sec duration), when the Capella version applies it will overwrite this duration for its shorter duration. It seems very counter intuitive and awkward… what are the benefits? Sure it’s all in a one cast package, but you have to be inside the AoE, the buffs wont refresh without leaving and coming back, and it overwrites longer duration buffs. If things have changed or this skill has been tweaked then please disregard as these thoughts are based on a video posted in January. Thank you for reading!

(P.S ME requiring Exorcise makes me sad T_T)

Skill are avoided in almost every tree in almost every game, people will obviously gather to min-max options. Ironically, those skills aren’t bad for their effects or damage, but because of the stupid long animations, you could probably cast Cleave > Helm Chopper > Helm Chopper during the time it took one of those C1 skills to hit once.

It’s the same problem with many other skills in the game. Also, you’re underestimating the amount of utility you sacrifice by doing something like going Wizard 3, you basically become a damage machine that puts a shield, in PvP you will use Sleep and Lethargy but these are garbage in PvE. This isn’t accounting the hell that is leveling an Wizard 3 without any skill doing significant damage and even after becoming something like an Elementalist C1 you still have to deal with really long cooldowns from its skills, specially coming from a build with an already very poor damage rotation, also, the cooldowns prevents you from being a reliable sustained DPS but more bursty instead, which is once again, best used in PvP.

And your suggestions are: reduce damage from Wizard 3 making it useless, and making the Elementalist an even less interesting choice, talking about this, Elementalist without Wiz 3 actually works, just because you have utility spells and more skills to add to your rotation, but it certainly isn’t a min-max build. And you can make up for not having Quick Spell by getting Rune Caster for example… whatever.

You’re just making path decisions picking something over another to optimize one aspect of a character. Of course, some classes are terrible as they are because their initial concept and how the AI in this game works make them suck, most summons/pets classes sucks because of this, they are created around pets that won’t do anything because they are dumb and scale poorly.

Another problem are dumb animations, the Rodelero has in almost all its skills the problem the Barbarian has with Embowel and Stomping Kick.

Hey there Julie. Greatly appreciate how open to communication you are on these forums! I’d like to attempt to shift the focus away from class balance as most posters are bringing up and talk about mob density and channels.

As someone who participated in ICBT2, I found my biggest concern to be the fact that there was usually only one channel in most maps as I began to progress further and further into the game. Questing and grinding in areas such as the Royal Mausoleum remain as sour experiences in my mind. The monsters would spawn scarcely which resulted in a lot of waiting or competition between players who were after the same monsters. Doing so was our only option since we had one channel in all floors of the dungeon. This problem persisted in all areas from there up to demon prison where the experience finally wore me down enough to stop playing the game.

I realize that the first several weeks after launch will likely have a similar experience due to the sheer amount of players who are eager to play, but I suggest considering having a few extra channels in these player-dense late game areas rather than just the early game maps. If this cannot be done, increasing the mob density in these places could be an alternative. The vast majority of maps had mobs that were spread thin and took long to re spawn in my experience. I don’t think increasing mob density in all maps is necessary, as some areas are played through just once as players complete relevant quests. The more popular player locations would suffice.

Thank you for your consideration.

4 Likes

Biggest concern is obviously latency for EU players, because we need an EU server.

Ping / FPS / drop rate, can’t trade with my friends.

Hello Julie!:heart:

My concern is that the game may lack focus for end game content. I really look forward to difficult PvE zones and even more so, I look forward to a lot of world/group PvP! I really hope TOS continues to develop end game competitive guild PvP activities and events. The best way to continue to keep players interested in a game is community so I hope that guild territories and objectives become a big part of the high level game. The end game content appears a bit sparse currently so I hope that is in development. I would love to see many territories or dungeons that can be fought over and won by guilds to get good items or leveling spots! It’s a wonderful incentive to get the community online and active.

I also am very concerned about the out cry of people who do not wish to support the game financially. I hope that the game does not stop developing content due to lack of income so please do not remove the premium incentives for tokens!

I also think it would be great if there were more valuable items that dropped from low level mobs (mobs at all levels really). This would encourage more people to revisit maps and zones to farm these items. Additionally, it allows for new players to potentially find an item of value that could generate great head start income for them. I know there a gems but these have a very narrow market. Things like hats and equipment are always in demand.

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How RC makes up for not having Quick Cast? It’s attribute applies only level 0 version of the skill w/o bonus damage attribute.

What do I mean, Wiz3Elem3 is simply the best and the most straight forward build for DPS. But it’s true, that I’ve no idea how to make elem1 and 2 more viable and make other builds comparable with elem3.

That’s why I suggesred decreasing attribute damage to 30%, because 50% is just too much, especially in late game, when new ranks appear.

And yeah, dumb animations is the main problem, I wonder why there is no poten animation cancelling in this game.

I think that if you happen to choose a Strong Early - Weak Later class you won’t actually enjoy lategame content as much since you will have pretty bad options at your disposal.
Same thing works for who wants to go Strong Later, because then again, their earlygame will be hell. But in this case, not as much since unlike Lategame, earlygame is easy to get through with most classes.

I think that the skills I mentioned are pretty meaningful yeah. They all have their own identity and quirk (Fireballs being a close range very powerful skill, but that has obvious drawbacks as it can get knocked away; Cure being both a support and offensive skill with a small radius that can’t hit flying enemies; Zaibas being cooldown Limited and the only offensive spell of a Krivis, etc.)

Meanwhile some other spells are as bland as doing just one thing. Even if they had good scaling, they would need something extra to be interesting. Flare for example does very small damage and most people only pick it at level 1 because it -draws aggro-. It’s likely a bug but people pick it solemnly for that reason.

It would be cool if it had some extra effect, like debuff enemies around you to reduce their fire Resist, or make it a delayed explosion so that you can stack damage on enemies. There’s so many ways to think around simple spells in order to make them more unique and interesting! IMC just has to use their brains on that.

Yes, something like this would be FANTASTIC!

Group content, social content, guild content, THAT’S WHAT MAKES A GAME GREAT AND SUCCESSFUL. RO was great because it made people interact and made a community spawn. WOE was a huge part of that.

You know what doesn’t make a successful MMO? Solo play, solo queuing for a dungeon until you get bored, grinding alone, repetitive dungeons with no community around them.

I hope IMC ignores these whiners and focuses on making a community, making a game like RO, or eve UO, where people knew each other, where guilds allied with one another and fought one another, where the players themselves crafted their stories and their groups and made the game great.

Please don’t listen to the people who won’t spend a dime on this game, will run through all the dungeons a hand full of times and abandon it to move onto their next thing.

2 Likes

Hey about the stat boost scrolls, don’t even worry about those. You can only have up to 3 stats added onto a headpiece and the stats have a mid-max on what you can get (found here http://www.inven.co.kr/board/powerbbs.php?come_idx=4185&l=6707). Even if you were lucky enough to get 3 max stats on a piece of gear (since everything is randomized) you still wouldn’t gain much. I think personally the biggest benefit to these is leveling early. When it comes to late game and PvP these are barely any increases.

I’m still playing the Korean version until the International launchs 29 march, and my biggest concern is that the game is still really bad optimized. The 190 dungeon for example, 10~ FPS when we mob monsters. The Demon Prison is the same. When the Cities are too crowded it lags a lot too. Sometimes it makes the game very unplayable.

My Specs? GTX 660ti [2gb], i7 2600, 12 gb of Ram, Windows 7, 1tb HDD.